Profile GPU - Bass pass
My game has some frame issues and I've been checking GPU.
As you see, static EbasePassDrawListType = 0 is the NO.1 contributor of frame time! :) I've been checking c++ source code and found out that static EbasePassDrawListType = 0 indicates that static mesh basspass type is basspass default. My question is what exactly this is telling me in GPU Visualizer? Is it just telling me that the drawing of static meshs makes the FPS worse? How do I optimize this?
asked Feb 24 '17 at 08:58 AM in Using UE4
Base Pass is responsible for many things - all related to preparing data for next passes after it. So:
Either you have a big number of objects, heavy shaders or many decals. And it's all "multiplied" by the game resolution.
I explain it in detail in my video at 22:50: https://www.youtube.com/watch?v=C3lumWdwHmA Hope it helps.
edit: Early Z-Pass probably helped because it allows to discard occluded areas before the Base pass. It has a cost of it's own, but here I can see it was worth it.
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